We had this; laners veto'd it.
Riot doubled down on jungle farming back in S4 and S5. They made jungler items award bonus gold for killing camps rather than xp, had camps respawn fast, and made it so you would ALWAYS have a camp to clear.. Unless you were, maybe, a power farming Shyv.
As you may remember, this was the era of feral flare and sated devourer. Arguments about item imbalance aside, this design had a couple of very large problems and a few smaller ones.
The largest problem was that ganking wasn't really worth it. You would be giving up ensured gold and xp for a shot at gold and xp; and in most cases the difference was marginal enough (you could easily farm 200g+ from your camps in the time it took to gank) that ganking wasn't worth it. This split into the two primary problems with the season. There is more to this (it was INSANELY for a jungler to catch up when falling behind), but I'm keeping it short.
1: Junglers didn't gank much, if at all. This meant that laners had no 'safety net', for lack of a better term. If you fell behind / had a bad lane match up, you were pretty much on your own. This led to a lot of laners being upset that they didn't get any outside help (and that one hostile gank could REALLY fuck them over), but also felt bad as a jungler because you didn't participate much.
2: Somewhere between 15-20 minutes the jungler's would emerge, and subsequently run the rape train on everyone else in the game. The combination of interaction free - and therefor threat free - farming meant that Junglers would get insanely strong off of farming.
This felt bad for laners because there would suddenly be this hyper powered monster curb stomping them, and they got so powerful without needing any lane dynamics / offering no real opportunity to 'shut them down'.
It also felt bad for junglers, because farming camps for a quarter of an hour is not an engaging experience.
Some other minor problems included:
The trivialization of counter jungling (steal a camp? np, they all have a 45 second respawn timer) which really reinforced the "afk farm" play style.
The pub-stompy nature of flare and later devourer. These items were reviled in lower leagues due to the power they gave their bearers, but totally non-viable in higher levels where a team would capitalize on the power dip it forced on the enemy jungler.
So, what's the point here?
Well, we have the counter point. Laners bitched and whined about junglers being able to afk farm, without worry, before emerging to stomp their entire team; junglers hated the immense risk vs miniscule reward style of ganks. Now ganks are mandatory; they are absolutely needed, and a major contributor of gold.. But, as a result, failing a single gank doesn't entirely remove a jungler from the game.
As someone who's been playing since S2 preseason, I've seen almost every iteration of the jungle. This is probably one of my favorites, because I'm able to participate in the game but also encouraged to balance it with farming.